Posted in
Friends & Foes on September 24th, 2008
Tags:
4e Monsters
The classic dilemma… Nobody wants to play the healer, but it’s very helpful if not outright necessary. Frequently, some DMs run an NPC healer, and that job is made particularly simple thanks to 4th edition! Below, find 6 medics designed to be moderately effective healers, though nowhere near as good as a PC.
| Medic, level 1 |
Level 1 Skirmisher (Leader) |
| Medium Natural Humanoid |
XP 100 |
|
| Initiative +1 |
Senses Perception +3 |
|
| First Aid aura 1; Allies in the aura gain a +1 bonus to all saving throws. |
| HP 29; Bloodied 14 |
| AC 15; Fortitude 13, Reflex 13, Will 14 |
| Speed 6 |
| M Spear (Standard; at-will) |
| Reach 2; +6 vs. AC; 4 damage |
| m Patch Up (Standard; encounter) ♦ healing |
| An adjacent ally may spend a healing surge and regain his surge value in hit points. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +11 |
| Str 11 (+0) |
Dex 13 (+1) |
Wis 16 (+3) |
| Con 13 (+1) |
Int 13 (+1) |
Cha 10 (+0) |
|
| Medic, level 6 |
Level 6 Skirmisher (Leader) |
| Medium Natural Humanoid |
XP 250 |
|
| Initiative +6 |
Senses Perception +6 |
|
| First Aid aura 1; Allies in the aura gain a +1 bonus to all saving throws. |
| HP 72; Bloodied 36 |
| AC 20; Fortitude 18, Reflex 18, Will 18 |
| Speed 6 |
| M Spear (Standard; at-will) |
| Reach 2; +11 vs. AC; 5 damage |
| m Patch Up (Standard; recharge 6) ♦ healing |
| An adjacent ally may spend a healing surge and regain his surge value plus an addition 1d6 hit points. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +14 |
| Str 13 (+4) |
Dex 16 (+6) |
Wis 19 (+7) |
| Con 16 (+6) |
Int 16 (+6) |
Cha 13 (+4) |
|
| Medic, level 11 |
Level 11 Skirmisher (Leader) |
| Medium Natural Humanoid |
XP 600 |
|
| Initiative +9 |
Senses Perception +10 |
|
| First Aid aura 1; Allies in the aura gain a +2 bonus to all saving throws. |
| HP 114; Bloodied 57 |
| AC 25; Fortitude 23, Reflex 23, Will 24 |
| Speed 6 |
| M Spear (Standard; at-will) |
| Reach 2; +14 vs. AC; 6 damage |
| m Patch Up (Standard; recharge 56) ♦ healing |
| An adjacent ally may spend a healing surge and regain his surge value plus an addition 1d6 hit points. |
| m Panacea (Standard; encounter) |
| An adjacent ally may immediately make a saving throw against an ongoing effect. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +16 |
| Str 12 (+6) |
Dex 18 (+9) |
Wis 21 (+10) |
| Con 18 (+9) |
Int 18 (+9) |
Cha 15 (+7) |
|
| Medic, level 16 |
Level 16 Skirmisher (Leader) |
| Medium Natural Humanoid |
XP 1,400 |
|
| Initiative +13 |
Senses Perception +15 |
|
| First Aid aura 1; Allies in the aura gain a +2 bonus to all saving throws. |
| HP 157; Bloodied 78 |
| AC 30; Fortitude 28, Reflex 28, Will 29 |
| Speed 6 |
| M Spear (Standard; at-will) |
| Reach 2; +21 vs. AC; 8 damage |
| m Patch Up (Standard; recharge 56) ♦ healing |
| An adjacent ally may spend a healing surge and regain his surge value plus an addition 1d6 hit points. |
| m Panacea (Standard; recharge 6) |
| An adjacent ally may immediately make a saving throw against an ongoing effect. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +18 |
| Str 15 (+10) |
Dex 21 (+13) |
Wis 24 (+15) |
| Con 21 (+13) |
Int 21 (+13) |
Cha 18 (+12) |
|
| Medic, level 21 |
Level 21 Skirmisher (Leader) |
| Medium Natural Humanoid |
XP 3,200 |
|
| Initiative +16 |
Senses Perception +18 |
|
| First Aid aura 1; Allies in the aura gain a +3 bonus to all saving throws. |
| HP 199; Bloodied 99 |
| AC 35; Fortitude 33, Reflex 33, Will 34 |
| Speed 6 |
| M Spear (Standard; at-will) |
| Reach 2; +26 vs. AC; 9 damage |
| m Patch Up (Standard; recharge 56) ♦ healing |
| An adjacent ally may spend a healing surge and regain his surge value plus an addition 2d6 hit points. |
| m Panacea (Standard; recharge 56) |
| An adjacent ally may immediately make a saving throw against an ongoing effect. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +21 |
| Str 17 (+13) |
Dex 23 (+16) |
Wis 26 (+18) |
| Con 23 (+16) |
Int 23 (+16) |
Cha 20 (+15) |
|
| Medic, level 26 |
Level 26 Skirmisher (Leader) |
| Medium Natural Humanoid |
XP 9,000 |
|
| Initiative +21 |
Senses Perception +22 |
|
| First Aid aura 1; Allies in the aura gain a +3 bonus to all saving throws. |
| HP 242; Bloodied 121 |
| AC 40; Fortitude 38, Reflex 38, Will 39 |
| Speed 6 |
| M Spear (Standard; at-will) |
| Reach 2; +31 vs. AC; 11 damage |
| m Patch Up (Standard; recharge 56) ♦ healing |
| An adjacent ally may spend a healing surge and regain his surge value plus an addition 2d6 hit points. |
| m Panacea (Standard; recharge 56) |
| An adjacent ally may immediately make a saving throw against an ongoing effect. |
| c Noble Sacrifice (When reduced to 0 hit points; daily) ♦ healing |
| Close burst 20; All allies in the burst immediately regain hit points as if they’d spent a healing surge, plus 3d6 hit points. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +25 |
| Str 20 (+18) |
Dex 26 (+21) |
Wis 29 (+22) |
| Con 26 (+21) |
Int 26 (+21) |
Cha 23 (+19) |
|

Totally snarfed.
Excellent, as ever! Keep ‘em coming
greywulf’s last blog post..Character du Jour: Aegis Flamesoul
Wow! Very nice job. This will definitley come in handy… thanks!
Let me know if you guys use them and how they work out. I suspect I’ll get some mileage out of the level 11 very soon.
Thank you for these – they’ll be extremely useful, as my upcoming 4e game seems to have 4 strikers and no leaders.
I’d love to hear how they work out!
[...] pode ser facilmente adaptado para outros níveis. Vocês podem ver outros stat-blocks de healers nesse post aqui, de onde eu copiei descaradamente me inspirei para escrever esse artigo! Dá uma olhada no de [...]